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Well fucking shit. Phyphor didn't throw in any cards so that treachery had to come from the destiny deck? That Red Tape really hurt. -10 from a single card. Considering that me and Hedgethorn each threw in 1-2 cards for a lot, I'm guessing someone after us threw in Red Tape knowing that "a lot" for 1 card would mean a 5 or a 6. Anyone keeping track of this destiny deck's remaining cards?

I can't discuss the destination cards, but what does everyone think is a priority right now?

So looks like we've got a lot of busted systems and a centurion on board. Any recommendations for my action? I could fly over to Galactica and fix a system. Or, since I'm on the Demetrius bridge, I could activate a mission and see what that gets us.

I'd be tempted to use my once-per-game and activate any 3 locations, but with so many damaged systems I don't have a lot of choices. I suppose I could activate the Armory to take a shot at the centurion, the Demetrius Captain's Cabin to draw us all some cards, and the Demetrius bridge to run a mission.

(Also, the mutiny card I just had to draw isn't helpful now, in case you were wondering.)

We might be too card poor at the moment for a mission. The one that lets you draw 2 missions and put the better at the top.

How does the mutineer work exactly? I'm not really getting a clear picture from the rulebook.

It's intended to be a very small handicap against the humans, by having a human player who's always in danger of being brigged.

Normally, if any human other than the mutineer ever has two mutiny cards, they end up in the brig. If the mutineer has three mutiny cards, they end up in the brig.

But the mutineer draws one mutiny card immediately, and draws another any time the crisis card on their turn has a prepare-to-jump icon. So the mutineer is one of the main way of bringing more mutiny cards into the game. I don't know the content of the mutiny deck very well, but I seem to recall most of them are "here's a reasonably good action paired with a pretty bad side-effect."

Discard Launch Scout (Tac 2) to move to Galactica's Hanger Deck.
Play Repair (Eng 2) to repair the Hanger Deck.
Discard Establish Network (Eng 0) because of Hoshi's disadvantage of having to discard a card to play a skill card action.

It's intended to be a very small handicap against the humans, by having a human player who's always in danger of being brigged.

Normally, if any human other than the mutineer ever has two mutiny cards, they end up in the brig. If the mutineer has three mutiny cards, they end up in the brig.

But the mutineer draws one mutiny card immediately, and draws another any time the crisis card on their turn has a prepare-to-jump icon. So the mutineer is one of the main way of bringing more mutiny cards into the game. I don't know the content of the mutiny deck very well, but I seem to recall most of them are "here's a reasonably good action paired with a pretty bad side-effect."

It's intended to be a very small handicap against the humans, by having a human player who's always in danger of being brigged.

Normally, if any human other than the mutineer ever has two mutiny cards, they end up in the brig. If the mutineer has three mutiny cards, they end up in the brig.

But the mutineer draws one mutiny card immediately, and draws another any time the crisis card on their turn has a prepare-to-jump icon. So the mutineer is one of the main way of bringing more mutiny cards into the game. I don't know the content of the mutiny deck very well, but I seem to recall most of them are "here's a reasonably good action paired with a pretty bad side-effect."

It is interesting thing, but does not change your loyalty.

Right. I guess I should have said it's a handicap by either having a human more likely to be brigged or a Cylon who has the means to put other human players in danger of being brigged.